2D-Platformer/Assets/Plugins/PropulsionPhysics/Scripts/TrajectoryLine.cs
2022-02-12 12:53:50 +02:00

59 lines
2.4 KiB
C#

using UnityEngine;
using System.Collections;
namespace Polycrime
{
public static class TrajectoryLine
{
public static void Render(Vector3 startPoint, Vector3 endPoint, float time, Color color)
{
Vector3 initialVelocity = TrajectoryMath.CalculateVelocity(startPoint, endPoint, time);
float deltaTime = time / initialVelocity.magnitude;
int drawSteps = (int)(initialVelocity.magnitude - 0.5f)+1;
Vector3 currentPosition = startPoint;
Vector3 previousPosition = currentPosition;
Gizmos.color = color;
if (IsParabolicVelocity(initialVelocity))
{
for (int i = 0; i < drawSteps; i++)
{
currentPosition += (initialVelocity * deltaTime) + (0.5f * Physics.gravity * deltaTime * deltaTime);
initialVelocity += Physics.gravity * deltaTime;
Gizmos.DrawLine(previousPosition, currentPosition);
//////////////////////////////////////////////////////////////////////////////////
// If the next loop is the last iteration, then don't update the previous position
// vector so it can be used to draw the gizmos arrow.
if ((i + 1) < drawSteps)
{
previousPosition = currentPosition;
}
}
DrawArrow(previousPosition, (currentPosition - previousPosition));
}
else
{
Vector3 newUpDirection = new Vector3(currentPosition.x, endPoint.y, currentPosition.z);
Gizmos.DrawLine(currentPosition, newUpDirection);
DrawArrow(newUpDirection, new Vector3(0f, 0.01f, 0f));
}
}
private static void DrawArrow(Vector3 position, Vector3 direction)
{
int[] arrowAngles = new int[] { 225, 135 };
foreach (int angle in arrowAngles)
{
Vector3 endPoint = Quaternion.LookRotation(direction) * Quaternion.Euler(0, angle, 0) * Vector3.forward;
Gizmos.DrawRay(position + direction, endPoint * 0.5f);
}
}
private static bool IsParabolicVelocity(Vector3 velocity)
{
return !(velocity.x == 0 && velocity.z == 0);
}
}
}